Accept ADR-0018 option 2: adopt the Quaternius 62-joint rig at runtime
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zwitschi committed 2026-11-05 21:39:38 +01:00
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@@ -82,15 +82,14 @@ baseline sheet.
ADR) indicated; do not rebuild on the warped base.**
- [ ] Skin the Quaternius mesh and verify Idle, Walk, seated and arm-down poses. The old
MPFB/arm-retarget warps are not a reference; judge the Quaternius result directly.
**Blocked** on the ADR-0018 decision (option 1 vs 2 rest positions / rig); the arm-down
rest pose is already baked and verified, but Idle/Walk/seated verification needs the
chosen rest positions first.
(Direction set: ADR-0018 option 2 — 62-joint runtime. The mesh stays at source LOD;
arm-down rest pose already baked. Idle/Walk play directly on the 62-joint rig.)
- [ ] Retarget Idle and Walk from the 24 Quaternius clips to the contract rig; discard
combat, gun and sword clips. Verify looping, foot contact and frame rate in Godot.
**Blocked** on ADR-0018 (retarget target changes with option 1 vs 2).
(Direction set: no retarget needed — the clips are authored for the 62-joint rig; only
verify looping/foot contact in Godot.)
- [ ] Map the five slots, unwrap per slot, bake 256² AO/albedo/normal/ORM maps and check
texel density before any roster build.
**Blocked** on ADR-0018 (the mesh is not finalised until the rest positions/rig are chosen).
### 3. Silhouette gate